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As it happens, I am going to play in a SuperWorld game this very night! Over the years my game group has played lots of different supers games - Champions, Wild Talents, Marvel, DC, etc. We still keep going back to SuperWorld, though.
Granted, it is hard to write SW versions of published comic-book heroes. That isn't what we do, though. All of our games (and we have run dozens of them) are unique settings. The GM describes the theme and then turns the players loose on the rules. The thing that I love about SuperWorld is that it is a fairly thin set of rules, easily mastered, that you can do all manner of interesting things with. In fact, my interest in the new BRP is as an update of SuperWorld! From what folks have been saying, it looks like the new version may be a step *backwards* from SuperWorld. Is this true? I was really hoping for the old rules to be cleaned up and maybe expanded a little. After all, even including the companion SuperWorld didn't have a very large page count. I guess what I am asking is this: How does the new BRP compare to SuperWorld? Should I give it a try or just stick with my old, torn, yellowed copies of the game? ~Kevin McD |
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For instance using the RQ3 damage bonus system with WoW Superworld type STR costs means lower strength heroes means that if you want supers to be able to smash tanks you have to give the tanks lower APs, since the damage is lower. For isntace a Character with STR 50 SIZ 10 in BRP would do 1D3+3D6 vs. 6D6 in Superworld.
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Got Puppet? |
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I'd rather add to taste, as it were, then have to cut away at a game system to be comfortable with it. Simplicity is a big plus to me. Although much of that depends on the game world, as a Supers game should feel quite a bit different than a gritty game of Spartans battling Persian invasions (where the focus is on man-to-man combat and specific wounds verus the flash and "comic physics" of a supers game). Not having seen the new book yet, I think of it as a starting point for BRP games, though each GM will alter as he/she sees fit. At least with a common starting point, any BRP player should be comfortable playing whatever campaign fairly quickly. Right? |
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With all due respect to everyone, I find all these criticisms levelled at the new BRP by old-time fans who think they know better a bit tiresome. It seems that, for them, each and every design decision which had to be taken in order to get a workable basic ruleset which can serve as a starting point for new players was either wrong or at least questionable, specially if it does not resemble their preferred Runequest edition. Unfortunately, most of BRP's potential new fans (including me, even though I used to GM CoC ages ago) don't have access to the years-old or out of print materials most of you often refer to, nor have a highly-customized version of the system at hand. |
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On the other hand, adding house rules that properly integrate with extent structures is not always trivial; having been involved in the Superworld evolution as a playtester and commenter, even the designer has false starts and things that need to be reworked. So I'd rather have things that I don't need than have to add too much I do, because experience over the years has taught me that barring playtesting, you can pretty much _count_ on the law of unintended consequences coming up with the latter.
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While I will admit there's some grognardism present here, I think you need to separate criticism of individual mechanics based on specific consequences of same, which is no different than criticism of individual mechanics in a brand new game, from "Its not what I'm used to." Not all the critques going on here are of the latter stripe.
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